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The Secret World's Tornquist talks truth, pain, and non-combat gaming

Rock, Paper Shotgun is back with part two of its interview with The Secret World's Ragnar Tornquist. Part one debuted yesterday and detailed a bit of the history behind the game's development as well as blurbs about factions, puzzles, and ARG thingamajigs.

Today's installment talks about everything from Tornquist's recurring real world/hidden world motifs, to the endings of Lost and Dreamfall, to unfulfilled fan expectations. As you might expect, the interview errs heavily on the side of the philosophical rather than delving into gameplay specifics.

Everything from the nature of truth, to Funcom's Secret World agenda, to the reticence of the gaming industry to evolve beyond kill-everything-that-moves is up for discussion. On this last point, Tornquist hints at the challenges inherent in designing non-combat gaming experiences. "It's difficult. You can't sacrifice fun. But then of course the idea of fun is ambiguous. Does it always have to be fun? Can't it be painful too?"